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Exploring new forms of chess using artificial intelligence

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Re: Exploring new forms of chess using artificial intelligence

#81

Question for those knowledgeable on AI: what sort of game would be easy for a human to understand, but difficult or impossible for a computer to play or easily defeat humans? I imagine one based purely on randomness, like dice, would be one. I remember reading somewhere that languages like Finnish and Hungarian are difficult for computers to parse, [1] due to their agglutinative grammatical structure. Not sure if tha…

I would bet on drinking games

Re: Exploring new forms of chess using artificial intelligence

#82
post #40

A summary to undo the clickbait: AI is making chess beautiful by making it easy to check how new rules affect playability. Rule changes suggested in the article are: - No castling - Allowing self capture - Pawns can move sideways - Pawns can move 2 squares at a time

The rare occasions that I played against my wife and tried to castle, she rejected it outright with, "No fancy moves!"

The true metagame

Re: Exploring new forms of chess using artificial intelligence

#83

Question for those knowledgeable on AI: what sort of game would be easy for a human to understand, but difficult or impossible for a computer to play or easily defeat humans? I imagine one based purely on randomness, like dice, would be one. I remember reading somewhere that languages like Finnish and Hungarian are difficult for computers to parse, [1] due to their agglutinative grammatical structure. Not sure if tha…

Starting variation (like Arimaa), takes opening books off the table. In general, high branching factors (possible moves at any situation) are more difficult. Humans have an intuitive sense for which moves are reasonable at any situation, or whether a line of play is productive. Branching factor is part of why Go was so much harder than chess. Hidden information is hard: computers are not good at the "thinking in another's shoes" and inferring hidden facts from known ones, or are too easily tricked by ploys. Poker is an extremely simple hidden information game, but as I understand it, the AIs are still behind humans. Ease of position evaluation is also very important to computers. No one has made a general Magic The Gathering AI that is even mediocre at the game, because it is extremely difficult to heuristically evaluate a general boardstate. There are many non-linearities, and the value of cards is heavily situation and strategy dependent.

Re: Exploring new forms of chess using artificial intelligence

#84
post #68

Earlier quoted context omitted.

That's because the AI isn't allowed to cheat. The skill of "world class" bridge play mainly lies in creative ways to cheat.

I don’t know much bridge so please correct me if I’m wrong, but isn’t that “cheating” basically applying steganography to game moves? It’s not like touching your ear at the right time or some other kind of back channel. It’s all represented by game moves. That sounds tractable for an algorithm.

Well yes, that and actual cheating (the competitive scene if rife with cheating of all kinds).

If AI teammates were allowed to have a pre-developed, shared model between them for communication so the other automatically "knows" what the others moves mean then it would be closer to fair grounds but that's considered cheating even though human teammates do the same thing.

Re: Exploring new forms of chess using artificial intelligence

#86
Lichess has great variants to play. If you haven't tried crazyhorse or multi-player version bughouse, highly recommend it. In crazyhorse you can put captured enemy anywhere on the board as your own piece.

Likewise in bughouse, you play with a partner (where you are opposite colors) against another team. You each play your own game against the opponent but each opponent piece you capture you can give to your partner to place on their board and vice versa. First person to win the game wins for their team. It requires good communication and a different strategies than traditional chess as you need to account for two games and the flow of pieces on both boards.

Re: Exploring new forms of chess using artificial intelligence

#87
post #40

A summary to undo the clickbait: AI is making chess beautiful by making it easy to check how new rules affect playability. Rule changes suggested in the article are: - No castling - Allowing self capture - Pawns can move sideways - Pawns can move 2 squares at a time

Even if a new game mode is found to enhance gameplay, AI would master these variations quickly reducing the novelty of them.

The best attempt I've seen is Fisher random chess which attempts to create so many unique starting positions that memorizing openings becomes impossible. It ends up leading to really unique situations, and in some cases even a first move advantage for black.

Re: Exploring new forms of chess using artificial intelligence

#88
post #40

A summary to undo the clickbait: AI is making chess beautiful by making it easy to check how new rules affect playability. Rule changes suggested in the article are: - No castling - Allowing self capture - Pawns can move sideways - Pawns can move 2 squares at a time

The rare occasions that I played against my wife and tried to castle, she rejected it outright with, "No fancy moves!"

It does feel like a "I am not left handed!" kind of move.

Re: Exploring new forms of chess using artificial intelligence

#89
post #68

Earlier quoted context omitted.

I don’t know much bridge so please correct me if I’m wrong, but isn’t that “cheating” basically applying steganography to game moves? It’s not like touching your ear at the right time or some other kind of back channel. It’s all represented by game moves. That sounds tractable for an algorithm.

Well yes, that and actual cheating (the competitive scene if rife with cheating of all kinds). If AI teammates were allowed to have a pre-developed, shared model between them for communication so the other automatically "knows" what the others moves mean then it would be closer to fair grounds but that's considered cheating even though human teammates do the same thing.

I imagine one could apply the semantics of a leadership election algorithm and a recognizer neural net in each AI player to let them develop their messaging in game. If the AI were permitted to store temporary state through the course of a tournament or with a practice round (human players practice too) then I don’t see why it couldn’t work.

Re: Exploring new forms of chess using artificial intelligence

#90

Question for those knowledgeable on AI: what sort of game would be easy for a human to understand, but difficult or impossible for a computer to play or easily defeat humans? I imagine one based purely on randomness, like dice, would be one. I remember reading somewhere that languages like Finnish and Hungarian are difficult for computers to parse, [1] due to their agglutinative grammatical structure. Not sure if tha…

AI is still fairly bad at open ended games, like, say, zelda. Anything where you can't quite train it from start to end is a struggle.
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